What is gamification?
Gamification is the application of game-based design features and techniques to non-game scenarios. Often these features are inspired by video games but that isn’t always the case.
Why #gamification? Gamification has unique strengths, especially when it comes to increasing active participation. It allows to set achievable goals and creates a safe environment to fail: https://t.co/aEg3HxVxpy
— Anand Timothy (@anandtimothy) November 1, 2018
Why are we looking into gamification?
Engaging students can be challenging particularly for:
- early, late or long (3 hour) classes
- non-program or non-interest courses (required electives)
- students lacking intrinsic motivation in the material or evaluation deliverables
- courses that students do not value within a program of study
- large classes
Students that are engaged tend to have higher levels of academic success which is in-turn often tied to increased program and institution-level student retention.
- provide extrinsic motivation
- a sense of student agency over their learning
- promote simple positive behavioural modification
An interesting consideration for #gamification – think about how and why you want to increase extrinsic motivation. This blog says that "rewards should be kept small and should be tied directly to performing a specific behaviour." https://t.co/IwbLy0jcq6 @aaron_lucs
— Laura Killam (@NurseKillam) November 1, 2018
Gamification is popular in primary and high school grades but less-so in post-secondary education. It’s not entirely clear why more post-secondary instructors aren’t using gamification but it does appear to be gaining popularity.
Bottom line: Gamification can impact student engagement and motivation.
Note: gamification should be used in conjunction with, not as a replacement for, solid pedagogical practices.